Frequency analysis and sheared reconstruction for rendering motion blur
ACM SIGGRAPH 2009 papers
Motion blur for textures by means of anisotropic filtering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A reconstruction filter for plausible motion blur
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Motion blur is key to delivering a sense of speed in interactive video game rendering. Further, simulating accurate camera optical exposure properties and reduction of temporal aliasing brings us closer to high quality real-time rendering productions. We describe a motion blur system that integrates image and texture space motion blur for smooth results with less than one sample per pixel. We apply the algorithm in the context of a deferred shading rendering engine used in Split/Second (Disney: Black Rock), but the method also applies to forward rendering, ray tracing or REYES style architectures.